GM Beman |
As you all stand in a secluded office in the Starrise Spire Lodge in Nerosyan, Venture-Captain Jorsal of Lauterbury is stoic yet shows signs of exhaustion as he strides into the room and places a piece of paper on the table.
“Pathfinders, some weeks ago we received this letter from an anonymous source, advising us of the discovery of a Sarkorian site in rural Mendev, near the village of Dawnton. We sent three Pathfinders to perform an initial investigation. Word came to us two days ago that the entire team has been arrested for murder and is scheduled to be hanged in seven days’ time. I would appreciate your traveling to Dawnton, investigating the crimes, and finding any evidence necessary to clear their names.”
He pauses for a moment, as if gathering his will or holding back strong emotion.
“As much as it grieves me to think this possible, you may find evidence that implicates our comrades. If they are guilty of this crime, let them hang. It’s justice of a sort, and we must all remember that we are guests in Mendev and subject to all its laws. Your predecessors’ reputation has tarnished the Pathfinders’ name in Dawnton, so I recommend you not travel and investigate openly as Pathfinders agents. Be careful,” he recommends, “and remember that three comrades are relying on you.”
You may introduce your character, describe him/her, and make a Diplomacy (Gather Information) or Knowledge (Local) roll.
Iowyn |
Iowyn scrunches her nose at the thought of leaving them there to hang. Allowing fellow pathfinders to meet their end on a mission did not sit well with her.
The Tiefling woman was tall but rail-thin and wearing bright blue and green flowing garments of Taldor over her leather armor. A shortbow is slung across her back, and a well-used whip hangs coiled at her hip.
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
Knowledge (Local): 1d20 + 1 ⇒ (16) + 1 = 17 Treated as trained due to Bardic Knowledge
She began questioning the venture captain rapidly once he stopped speaking:
Do you have more information on the three pathfinders? Where are they from? What race are they? What do they look like? Any information on them could help in asking questions without giving away our affiliation to the Society.
And what do we know about the arresting party? Or the murder victims? Do we have any contacts in the town with whom we can rendezvous, or are we completely alone?
Vincent Greymane |
An exceptionally fit, if somewhat trail-worn man approaching middle-age, Vincent surveys the rest rest of the group the the eyes of an experience traveler.
Mendev? On the edge of Sarkoran lands? I've heard nothing good comes from Sarkoran since is was consumed by the Worldwound. I'll gladly travel there and investigate what happened, but if these men are guilty, they can pay for their crimes. I've seen too many Pathfinders eager to settle disputes with weapons instead of words.
Assisting Iowyn with knowledge: local
Knowledge: Local: 1d20 + 6 ⇒ (7) + 6 = 13
Balon |
Balon walks into the Starrise Spire Lodge, instantly recognizing a few of his previous compatriots. He sits next to them. "Hello again, my friends. It is good to see friendly faces."
Balon looks a bit more powerful than he did just a few days ago. Perhaps working around so many disease-ridden people actually bolstered his health and training a bit? Balon just hit 3rd level, so I'm going to update him today. :)
To VC Jorsal: "I hope that we find our fellow Pathfinders were not guilty of this crime. While death itself is not to be feared, the wrongful killing of those who have not yet found their path into the glory of undeath is inhumane. We will get to the bottom of this mystery, I can guarantee you that."
Kiyanetikert |
Kiyanetikert perches on the edge of the table, legs swinging, obviously happy to see recent companions, even the strange cleric.
The description of the mission is sobering though, at least for a moment.
"We'll find out the truth about what happened and deal with it. I hope they aren't guilty though.
Do we know anything about the site they were investigating? It might tie into whatever happened. A curse or something like that, maybe."
Diplomacy - Aid: 1d20 + 1 ⇒ (10) + 1 = 11
GM Beman |
Diplomacy (Gather Info) or K: Local rolls:
GM Beman |
You were given a few hours to pack and prepare before beginning you journey across southern Mendev. Your journey is swift though the closer you come to your destination, the more you begin to notice travelers along the road heading the same way, excited to see the imminent execution of "demon-worshipping evil doers".
Dawnton is little more than the crossroads of a highway and a navigable river, and its population barely exceeds 100 during most of the year. Because of this crossroads, though, as many as 3,000 people converge on the settlement just after the harvest to transfer crops from wagons to barges. In the off season, more than half the village’s buildings lie empty, awaiting their seasonal tenants’ return. At the peak of harvest season, a tent city forms in the fields east of town to house and support the surplus population. It is not harvest season, but Dawnton is crowded with visitors who have come to witness the executions. Despite the morbid circumstances, the villagers see this as an unexpected opportunity to gossip, barter, and celebrate, giving much of the village a festive atmosphere complete with games and drunken revelry. At night, most of the village becomes eerily quiet as people retire and fearfully watch the shadows for signs of more murderers or demons. A portion of the tent city remains active long into the night.
As you walk into town, the first thing you notice is a group of children running around one of the farms. Two girls and a boy wearing makeshift play platemail and armed with sticks are chasing around another boy and girl of the same age. The boy being chased has his face coved in dirt to serve as paint for a more demonic appearance, while the girl has a small smooth stone from the river tied to her belt about the same size as a wayfinder. It's obvious they are playing a child's game of "Crusaders and Pathfinders", a small hint that your allegiance is not welcome here.
It is Moonday evening when you arrive in Dawnton. Two full days remain until your fellow Pathfinders are executed - Oathday morning. So little time for your seemingly hopeless endeavor…
Welcome to Dawnton! This scenario uses a specific mechanic for the investigation phase, relying on individual actions rather than actions as a group. If you have played social scenarios like The Blakros Matrimony, that'll give you a good idea of how the system works.
Phases
You have seven phases (Moonday evening, Toilday morning, Toilday afternoon, Toilday evening, Wealday morning, Wealday afternoon and Wealday evening) during which you may act as you see fit to try and accomplish your mission. Every phase, each one of you can visit a one location (see map under my name); more locations may be uncovered over the course of the investigation. Some locations are driven by story, like the Sheriff's office, whereas others are simply places where you can gather rumors or testimonies. For the latter, a visiting character will be allowed one roll per phase to determine the information he will gather there during the phase. The roll you make will depend on what location you visit. At the end of each phase you'll meet with the rest of the group to share information, and events may happen at that time.
Undercover investigation
Since Pathfinders aren't thought of too highly in Dawnton, you can attempt to make a stealthy investigation to avoid attracting attention. In this case, each of you will be able to attempt a Bluff, Disguise or Stealth check at the end of the first phase of each day.
Locations
After a short inquiry, you are shown where the following places of interest are located: Orug's General Store & Barber Shop (A), Health and Harvest Inn (B), Sheriff's House and Town Jail (C), Fairgrounds, the Tent City (D), and the Beer Garden (E).
I'll let each of you declare what they intend to do for the first phase (Moonday evening). I've also posted a worksheet in the Campaign Info tab so you can keep track of the information you gather. Diligent use of this will save you from scrolling through a ton of posts later on…trust me!
Saera Dyar |
Saera enters the room a bit late. Not much has changed about her, except for the weapon she carries: her pistol's been replaces with a musket. She waves at the others while smiling. "Hi again!"
After asking the venture-captain to repeat the mission the tiefling woman nods. "Okay... Seems clear... A bit unpleasant though."
Aid, Knowledge (Local): 1d20 + 4 ⇒ (14) + 4 = 18 We've got the 20 spoiler! :)
She adds her knowledge to the pool, and voices a concern of hers: "They're not exactly fond of... my kind... do you think they'll try to hurt me, or will they just be hostile?"
---
Only the party arrives in Dawton, Saera pulls her coat's hood over her head, hiding her pink skin and horns.
"I'd like to visit the Beer Garden," Saera says. "Where there's alcohol, there are people with tall stories. I may be able to gather some info from the drunks if I also make up some stuff."
Balon |
"I will visit the jail and attempt to discuss the prisoners with the Sheriff."
Balon goes to the prison and tries to track down the sheriff, or anyone who may be in charge there, and discuss the prisoners' actions with them, trying to determine any details that may be useful to the investigation.
He will also cast enhanced diplomacy on himself before walking in.
Diplomacy: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Vincent Greymane |
Surveying the small town as the group enters, Vincent nods to Balon, While you discuss matters with the sheriff, I'll head over to the inn and secure us rooms. I'm sure the murders will be a topic of discussion in the common room.
Iowyn |
Iowyn follows suit pulling up her hood and coiling her tail around her waist like a belt to hide her fiendish heritage.
Then I will take the Fairgrounds, seems innocent enough... But hopefully with all the added foot traffic I can find some clues.
Perception to find people of interest: 1d20 + 3 ⇒ (12) + 3 = 15
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Kiyanetikert |
"Then I guess I'll visit the Tent City. See what the visitors are talking about. No one suspects a gnome asking questions. It's what we do!"
GM Beman |
The village’s inn is huge for a settlement of this size, but it’s full to bursting during the harvest season. The pub downstairs is the only restaurant option available in town during the off months, and still very busy at mealtimes despite the competition from food stalls at the tent city.
As you come in, you're instantly greeted by the innkeeper, Oleg Farnsworth, a stout man with a clean black beard. "Welcome good sir, welcome to Health and Harvest! What can I do for you? We're quiite full at the moment, but we have a couple rooms available if you wish. Price's one gold crown per night, which includes board."
In your interaction, you can attempt a Bluff, Diplomacy or Perform check to gather information there. You can also try to outdrink those around you and impress them with a Fortitude save if you prefer.
As befits his station as the village’s mayor and sheriff, Tobias’s house is the largest private residence in Dawnton. His basement doubles as the region’s jail. A trio from the local militia—the closest thing Dawnton has to a police force or town guard—stands watch outside at all hours.
One of the guards comes to meet you as you make your way to the house. Once you've explained that you wanted to meet with the Sheriff and Mayor, the guard nods and asks you to accompany him. After waiting for a few minutes in the hall, you're brought before a middle-aged thick-chested halfling bearing a long, white braid of hair. It appears the Sheriff was dining alone when you asked for an interview - in fact this whole house appears to be empty save for Luin himself. The halfling raises his weary eyes from his mint potatoes and addresses you with an equally exhausted voice.
"Yes traveler, what is your business in Dawnton? You wished to see me? Speak quickly, for I do not wish to be disturbed for long."
In your interaction, you can attempt a Diplomacy check (or another social skill, but the result won't be the same) to try and improve his attitude, and/or ask something from him using the same skill.
Dozens of tents of sundry sizes ring an open area where the visitors gather for games and talk. At night, the residents huddle in their tents or in the central beer garden, watching the shadows closely. It must have been a very busy place during the day, judging by the number of stalls around.
You note that you should come back here tomorrow…afternoon might be best.
At the center of the tent city’s open area stands a broad beer garden with walls constructed of beer barrels and crates. This is the social hub for the country folk. At night, approximately a dozen adults sit and drink, watching outward and speaking in low whispers, though the place must have been much busier during the day.
In your interaction, you can attempt a Bluff, Diplomacy or Perform check to gather information there. You can also try to outdrink those around you and impress them with a Fortitude save if you prefer.
Balon |
As he's waiting in the hallway, Balon will cast enhanced diplomacy once more.
"Good Sheriff-Mayor, I humbly request information about the recent murders. We were told that the accused are Pathfinder Society agents. Myself and a few compatriots have been sent as emissaries of the Society to help determine their guilt or innocence, and aid you in whatever way we may be able to in finding the real killers if they truly are innocent. Know this, though... if they are truly guilty of this crime, we will fully support any punishment you deem necessary."
Attempting to shift his attitude to Friendly. Diplomacy: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
GM Beman |
Iowyn…feel free to hop onto Saera's task and offer an assist….since the Beer Garden is right next to the Fairgrounds you can certainly make it there easily enough.
Vincent Greymane |
Approaching the bar, Vincent addresses the innkeeper, My companions and I will take both of your available rooms for the next few days and I'll take you up on that offer of food.
I've heard there was some excitement in town and you've got an execution coming up? Must have been a heck of a crime, wonder what those men could have been thinking.
After talking to the bartender, Vincent will loiter in the common for several hours, enjoying his meal and nursing a few ales while talking with the locals and keeping his ears open.
Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15
Balon |
"I appreciate the warning, sir. Could you suggest another group that we may suggest we are associated with that might be more amenable to the townspeoples' good graces? In any case, can you tell me about the murders, and how the accused were found to be possibly culpable?"
Saera Dyar |
I'm opting for a combination ;)
"Hello everyone!" Saera says as she walks into the Beer Garden, her hood hopefully hiding her face. "My name's Saera Dyar, and I'm known far and wide as the woman who holds her liquor like no other! I dare you, all of you, to come and challenge me to a drinking game! I've never been beaten before, not in my entire life!"
Bluff, Lying: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27
Oh yeah, they're buying it.
"Now who dares challenge me?!" Saera asks, ready for the drinking challenge.
Fort: 1d20 + 4 ⇒ (13) + 4 = 17
In between the drinking and afterward Saera will ask the people at the Beer Garden about the murders. Like who were murdered, who committed the murders, if there is any evidence, and if there were witnesses.
GM Beman |
"A strange fellow, Otto. He's a farmer who lives just outside of Dawnton and was the person who found the body of the first victim on the morning the Pathfinders arrived in town. What's even stranger, my celestial friend, is that he's still going about his business as if nothing had happened."
"Orug Foram discovered the second victim in front of his general store. He says he fought the murderer before he escaped, but has been known to stretch a point in the name of making a good story."
"You know, the Sheriff himself wants to hang the murderers. He has a written testimony from a witness that says they're guilty."
"When he arrived at the second murder scene, Sheriff Luin found dagger that fit a sheath belonging to one of the Pathfinders who was hiding nearby."
You now have time to share your notes at the inn and plan for tomorrow's activities.
Balon |
"I will bid you goodnight, sir, but I would be very keen to see this evidence you have, if possible."
Balon returns to the inn and tells the others what he learned.
"The Sheriff suggested that the strongest voice of accusation against our fellow Pathfinders is a priestess of Iomedae named Ekira. She lives downtown. I... may not be the best person to speak with her, given my religious affiliation, but if I must hide my faith to get answers, the Pallid One will understand."
Saera Dyar |
"I was told Sheriff Luin himself wants to hang the murderers. He has a written testimony from a witness that says they're guilty," Saera informs her comrades.
"Apparently, when the sheriff arrived at the second murder scene he found a dagger. The dagger fits a sheath belonging to one of the Pathfinders, and that specific Pathfinder was hiding nearby."
Balon |
"Hmm... interesting. So it sounds like the evidence against our fellow Pathfinders is as follows:
-A witness gave written testimony that says they're guilty (though we don't know for sure that that witness SAW the murder). Could this witness be the priestess Ekira?
-A dagger was found that seemingly belongs to one of them (though they did not say that said dagger was used to commit the crime).
-Orag says he fought the murderer... does he also accuse the Pathfinders, I wonder?
Given all of this, we have several leads to follow in the morning, I would think. I would be interested to hear what Orag has to say, to determine if he can give a descritpion of the murderer.
I think it would also be prudent for one of us to visit the Pathfinders in their cell and get their side of the story... I think the Sheriff would be amenable to allowing me to do so.
Would the rest of you have a preference on your plan of attack? People we need to talk to include Orag, Ekira, and whoever gave the written testimony against our comrades.
In any case, let us get some rest and ponder what we've learned."
Kiyanetikert |
"If the sheriff would let you examine the dagger, that might be useful too. There could be traces of magic on it, if nothing else.
Do we even know who the victims were, or if anything connects them? Everything we've heard is just about the Pathfinders. I'd like to examine the bodies, but they've probably been buried already.
There are also probably more leads we can dredge up. We shouldn't focus only on those.
I'm not the most diplomatic of us, but I could go talk to Orag. It shouldn't be too hard to get him to talk about his heroic role fighting the murderer. "
Iowyn |
Sorry everyone, last few days were far busier for me than expected.
I didn't come up with much more than Saera. The fairgrounds were mostly empty by the time I got there, but they should provide some better clues in the afternoon.
Balon, if you could point the way to this Ekira, I will go and talk to her in the morning... I have a few tricks up my sleeve to know what people are really thinking. The tiefling said with a huge grin. If all goes well, I will search the fairgrounds again when I finish with her.
Saera Dyar |
"I want to try talking to the sheriff," Saera says, "and I hope I'll be able to inspect the murder weapon. Or weapons."
Balon |
"Sounds like a reasonable plan, my friends. Iowyn... do you have a way to disguise your heritage? I do worry that this cleric may discriminate against you. But it's worth a try either way."
GM Beman |
Those of you who wish to attempt a Bluff, Disguise or Stealth check may do so during this phase.
One of two permanent businesses in town, this sprawling shop occupies three large storefronts on the main road. You can purchase most mundane supplies at decent rates, sold by the half-orc Orug Foram or his wife Tessa, a charming half-elf. Next to the main shop is a barbershop held by Orug. It contains two chairs in the front and three rooms in back for hot baths, and it is Dawnton’s main hub for gossip.
As you enter the general store, no one seems to pay attention to you. The townsfolk are too busy dealing with the hulking half-orc owner, or simply gossiping in hushed tones about the most recent town scandal - a business Orug and Tessa appear to highly encourage.
When your time comes, Orug eyes you quickly, then smiles. "Welcome to Orug's, strangers! What brings you to Dawnton this fine day?"
In your interaction, you can attempt a Bluff, Diplomacy, Intimidate or Profession/Craft linked to his business to learn some rumors.
Hiko heads towards the Sheriff's house, but the guards there tell her that he isn't at home, but can probably be found at the Beer garden. Their advice proves useful, for the cleric finds the halfling magistrate drinking an ale or two with a middle-aged woman who seems to enjoy the Sheriff's jokes.
Balon |
Who's Hiko?? :-P
Balon finds the sheriff having a pint with a woman, and gracously inserts himself into the conversation by buying them each, and himself, an ale. He quickly casts enhanced diplomacy again before walking up to them with the three ales. (3 sp removed form inventory)
"My good Sheriff, I hate to interrupt your conversation with this lovely lady, but I was hoping I could have a few moments of your time? Miss, I am Balon, and it is a great pleasure to meet you. "
He gives the woman a few moments to return the pleasantries and introduce herself, giving her a light kiss on the back of the hand if she allows him to do so.
"Now then, Sheriff, I would like your permission to speak to the imprisoned Pathfinders... hearing what they have to say may give me some insight into their motives in perpetrating the heinous act that they are charged with."
Diplomacy: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Iowyn |
Disguise: 1d20 + 5 ⇒ (1) + 5 = 6
Bluff: 1d20 + 3 ⇒ (14) + 3 = 17
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
Iowyn walks around the crowds hoping to find the inquisitor, Greetings, I am Iowyn of Taldor. I am here to find the reknown Ekira.
Eek... that's not too great... I will await the results of my checks before RP-ing further...
Saera Dyar |
Saera goes to talk to the sheriff, but is redirected to the Beer Garden.
Huh... haven't I been there before?
When she enters the place she waves at anyone she may recognize, and walks up to the sheriff with Balon.
Diplomacy, Aid Balon: 1d20 - 1 ⇒ (12) - 1 = 11
"My name's Saera Dyar. I'm the unbeaten drinking champion in this establishment! But more importantly, I'd like to examine the murder weapon."
Bluff, Lying: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
"I'm here to help, you see. Those blasted murderers from the Society should hang for what they've done! If I may examine the dagger I'm sure I can confirm it's theirs. It'll help you make a case against the Society, may they show up to free those bastards."
GM Beman |
1. Some aren’t sure the prisoners are guilty, but it’s hard to get anybody to speak his mind with that inquisitor throwing accusations and the whole crowd screaming to see some necks get stretched.
2. Ekira is a demon posing as an inquisitor. She’s used this trick to murder ten heroes up and down the countryside, and nobody is brave enough to speak up.
Vincent Greymane |
Shaking Orag's hand firmly, Vincent smiles as he greets the man. I was looking to talk to you sir, about events that transpired just a few nights ago. I had heard you were in a bit of a scuffle and was curious about the details. Let's say I have a personal interest in finding out the exact details of what transpired that night.
Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16
Iowyn |
Where is the last place anyone has seen Ekira? Where does she typically spend the night?
Does anyone seem particularly reputable who is telling me she is a demon and murderer? Anyone the Sheriff would belief? If so, I will attempt Charm Person to get them to come testify on behalf of the Pathfinders, otherwise, I will hold off on my spell.
GM Beman |
GM Beman |
Iowyn...you're basically just hearing rumor's from assorted townsfolk. If you'd like to wrangle one at random to charm them you can do that as part of your afternoon action.
Phase 3 actions
1. Vincent and Kiyan going to Otto's farm. (unless either or both have changed their minds from this morning.)
2. Balon & Saera to talk to the prisoners/examine evidence.
3. Iowyn....charming a townsfolk?
Balon |
In the afternoon, Balon follows the Sheriff to where the prisoners are being kept.
GM Beman |
Phase 3
Strangely enough, it's as if she had been looking for you as well. She gazes at you, her piercing blue eyes attempting to decipher your intentions, then speaks plainly.
"I heard you and your companions have been asking a lot of questions about those murders lately, which I find highly suspicious. I am Ekira Corum, Sword of the Inheritor and seeker of justice. Who are you? Are you part of the Pathfinder Society? Speak true, or suffer the consequences."
Any attempt to lie (either an outright lie or by omission) will need to make a Bluff check, of course. It doesn't mean that using other social skills is out of the question, of course, but please make that bluff check first if you choose to lie.
"Alright..before you talk to your friends in there let me tell you what they're up against." Sheriff Luin offers Saera a stern look. "No need to outright lie to me, ma'am. You're friends here has already made mention that you're working with the Society. As to whether or not you're members or just hired mercenaries...well I'd rather not know one way or the other. Regardless you may want to tone it down a bit. Word is another stranger in town has been asking questions about your investigation. A tall fellow who wears alot of black. I'd watch my back if I were you."
He unlocks his desk drawer and produces a dagger. "Found this at the scene of the second murder,it belongs to one of the Pathfinders. To make matters worse the murders began the night the Pathfinders came to town and ceased as soon as the Pathfinders were arrested. Finally all three of the Pathfinders were seen at Otto’s farm just hours before someone found the first victim there." As an afterthought Luin reaches back in to the drawer. "Oh...forgot about this. This is an anonymous note sent to Ekira. She's been asking after you folks as well." The note identifies the imprisoned Pathfinders as the murderers. The handwriting appears to be similar to the note sent to Venture-Captain Jorsal.
Balon |
"Very interesting. This handwriting looks very similar to that of the anonymous note that our benefactor in the Society received, which was the impetus for sending the party of Pathfinders here in the first place.... I will need to investigate this more thoroughly. If you could now take me to the prisoners so that I might discover their motives...?"
Saera Dyar |
Saera's a bit taken back when she hears the Sheriff didn't buy her story. "Uhm... okay... sir..."
Is this sheriff to be trusted, now he knows who we are?
Sense Motive on sheriff: 1d20 + 3 ⇒ (20) + 3 = 23
"Balon, could you check the dagger for magic properties before you head over to the prisoners?" Saera asks the cleric.
She takes a good look at the dagger and note before she also heads over to the prisoners.
Perception on dagger and note: 1d20 + 7 ⇒ (16) + 7 = 23